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Hey, everyone. First off, It's been a long time since my last FAQ. Since the content itself is very extensive, It's going to take a while to get my FAQ going. So, bear with me here. To make this short, I strive to make this FAQ very concise while keeping the spoilers minimal as possible.

Please note that this Walkthrough is based on my in-game progress. So, if there's any incorrect or any overlooked information, please let me know.

Ni no Kuni: Wrath of the White Witch for the PS3 is a reimagined rendition of the DS RPG of the same name. Although the premise for both versions are similar, the PS3 version deviates significantly from the DS version. Anyway, the story focuses on Oliver. Due to a tragic event, Oliver's mother had passed away. Having lost his mother, Oliver clings on a hand-made doll to cope his loss. Mourning for his mother's death, the hand-made doll had suddenly come to life. Going by the name "Drippy", he informs Oliver that there is another world out there. Also, by embarking on the journey to another world, Oliver can save his mother. However, he cannot do the task alone. He meets up many people on his journey to help him find his mother.

He is a polite 13 year old boy who is very fond of mechanics. His life changed when his mother died. He embarks on a journey to another world to save his mother.

He's the main character; everything you do will be based on his action. Anyway, his build is clearly a mage-type. Never try to beat your foes physically with your itty-bitty wand because the damage is very mimimal. You will learn his magic mainly from major plot points. What's great about Oliver is that he is the only human character that has an offensive Miracle Move. When the situation gets dire, you can use Burning Heart to do significant damage against most enemies. Also, he can stand on his own on most situations due to his variety of spells.

Although he has a wide variety of magic spells, his overall ability is overshadowed by magical type familiars. His spells does average damage, but lacks the potency. His only distinct advantage over most familiars is that he has Arrow of Light Spell which inflicts light damage to foes. This is great for mid to late game. Overall, you are more likely to use your familiar rather than Oliver himself.

She is the daughter of Rashaad. She is a cheerful person who loves to play instruments.

At a certain point of the game, she has the ability to tame familiars. That alone merits huge brownie points on the usefulness department. She's also a great support character with her stat buffs and healing magics. Her miracle move is Crescendo which temporary raises overall stats to all characters on the field.

However, everything else is below average. Most of her abilities have an AWFUL recovery time with high MP consumption. There's a good chance that the AI will burn away most of Esther's MP by the end of the battle. Although her attack can hit multiple foes, the damage and the start up time is abyssmal. Overall, use Esther for support and leave all offensive tactics to her familiars.

Swaine's main ability is stealing. He can steal items from most enemies in the game. His Miracle move, Light Fingers can steal even the rarest items with certainty. You do this on most bosses. On the other hand, his regular abilities mainly does status effects. Honestly, it's not useful as most familiars can do the same thing with their equipments. He can attack long range but pitiful damage. Overall, Swaine have abilities where other characters cannot do. Leave most of the attacking with familiars.

Ni No Kuni ulitizes a hybrid of turn-based and real-time battle system. You can toggle the left and right d-pad or the L2/R2 to select a series of commands. For instance, you can target an enemy on the battle field using a given command. However, you can move around the battle field freely while you set up your command. Pretty cool, huh?

Also, every action have a given amount of time. For example, when you plan to attack, there is a time limit on how much one can attack before the clock runs out. When that happens, you have to wait for a bit before you can start attacking again. I know, it's weird and all. But it works.

Alright, so having human party members and monsters fighting alongside isn't a new concept in the RPG genre. However, one of the unique aspects of this game is that the human party member and the familiar functions as one entity. In other words, humans and familiars share the same HP and MP. You have to be careful how you handle the situation in battle. I mean, you don't want to use up a bunch of high-cost spells only to be short of MP for healing.

Also, you are going to switch off frequently because all of the familiars have a stamina gauge. The moment a familiar is summoned in battle, they have a certain amount of time to do their actions before they are exhausted. When your familiar is tired, they cannot move. You can switch off to your reserved party members while the exhausted familar can recover its stamina in the mean time. Human Characters on the other hand do not possess the stamina gauge. They can run around in circles for a while and the characters cannot get tired. However, to balance it out, most major commands have a significant amount of recovery time.

At a certain point of the game, Drippy will inform you that you can parry enemy attacks. To parry an attack, you must see a blue exclamation mark above the enemy head or a flashing blue light on the command menu BEFORE you confirm your action. If your timing is correct, you will see a close-attack animation. Occassionally, you might parry your opponent's attack during your attack animation.The damage is fairly good for people who don't want to sap away their MP. However, the timing is strict; you can mess up pretty easily.

During battle, Drippy acts as a support as he occassionally throws out glims throughout the battlefield. Green Glims recover HP while Blue Glims recover MP. However, there is one type of glim you should look out for. The Gold Glim recovers all HP and can unleash a miracle move. Miracle move is a special command where the familiar or a human party member unleash a special attack. Most of the miracle moves deal a significant damage against opponents while some can drastically aid the party with stat buffs or healing. It depends on your party member.

So, you ask yourself, if Gold Glims come out once in a blue moon, how do I increase my chances of obtaining one? I'm glad you ask. You can increase the chances by exploiting elemental weaknesses, execute a critical hit, parry successfully, defend a major attack, or etc. If you think about it, it's similar to several RPGs where you are rewarded by thinking strategically. If you optimize your strategy utilizing the tools given to you, you will have a distict advantage during battle.

Celestial Signs are basically a type of innate that's given by familars. There are four types of celestial signs: Sun, moon, star, and planet. Each of them have a special elemental resistance as well as status effect resistance. With the exeception of the Planet Celestial sign, the other celestial signs follow a triangle.

As you can see from this ASCII interpretation, Sun beats Moon, Moon beats Star, Star beats sun and the almighty planet trumps all (sort of). Any celestial signs that works with the triangle gets a damage bonus while the opposite holds a damage penalty as well. A double Planet celestial sign have a damage bonus against Sun, Star and Moon signs but have a significant damage penalty against the planet single counterpart.

Speaking of doubles, any celestial signs that have a "double" trait, their overall abilities increased substantially. However, it is a double-edged sword. If a double celestial sign goes up against the celestial triangle will suffer tremendous amount of damage. So be on the look out for celestial signs. BTW, human characters and bosses in general do not have a celestial sign.

This is literally the bulk of the game. Familiars are loyal creatures that fights for you. You can have up to three familars for each party member. Also, to optimize level growth, each of the human party members have a favorite species. For instance, Oliver's favorite species are the Milimites. If Mitey was under Oliver's control, Mitey will have a slight EXP bonus. Anyway, there's a lot more coming from the familiars alone.

Until you pass a certain point of the game, you are pretty much stuck with the given familiars. Once you you pass a crucial plot point, you have the ability to capture familiars. You gotta have Esther in your party before you start doing anything.To summarize on catching familiars, you are going to beat the crap out of of the enemy. As you beat up the enemy familiar, there's a small chance that heart icon will appear above its head. Also, other party members will stop attacking once that occurs. This is your chance of capturing the familiar. Have Esther be the party leader and pick the heart icon. Approach the enemy and confirm the Serenade song command. After the familiar is tamed, the battle will resume. Once the battle is over, you have the option to keep the familiar as your own or release it. This process is tough if you are looking out for a specific familiar. However, later on in the game, you will have an ability that will significantly improve your chances of capturing familiars.

Throughout the game, you will encounter numerous treats. Although most of them sound tasty, they are not for you. They are for your familiars. Each of the treats raise a certain stat as well their fullness. Should the familiar eat too much, they can't eat any more until they digest all of those treats. Anyway, each of the familiar's genus have a favorite treat. If a familiar eats favorite treat, that particular stat will increase drastically and their familiarity gauge will increase. For instance, if you give a Milk Chocolate bar to Mitey, he will have a heart above his head stating that he loves the treats he gives you.

The Gauge you should look out for is the familarity gauge. If you raise its heart level, the familiar will have more opportunity to increase its parameters. Also, majority of the familiars will gain an extra slot for their commands. So, keep on feeding them treats.

As stated earlier, all the familiars have a celestial sign. For the most part, the trait is random. You might see two of the same familars but different types. The ones within the celestial triangle are common while the Planet celestial signs are rare. Also, each of the signs have a passive ability. Here are the charts below you that shows the traits.

Name

Effect

Sun

Resist to fire element attacks and wards off sleep ailment by 5%

Double Sun

Resist to fire element attacks and wards off sleep ailment by 10%

Moon

Resist to water element attacks and wards off confusion ailment by 5%

Double Moon

Resist to water element attacks and wards off confusion ailment by 10%

All your familiars will have to evolve at a certain level. Like many monster catching games you have seen throughout your life, they will evolve at least twice. The final form will branch off into two forms; each with its own unique stat trait and moveset. What you will need is a drop. The drop consists of the 4 celestial signs such as Sundrop, Moondrop, Stardrop and Planetdrop. Use the drop with the corresponding familiar and they will evolve. Likewise, if the familiar is ready to evolve to its final form, you will need a jumbo drop to evolve your familiar. Be warned that any familiar going through a transformation will go back to level 1. However, your stat gains and the abilities learned by the previous form are retained. Fortunately, they level up pretty fast. So you should not worry if your familar is behind everyone else.

Lastly, let's talk about familar growth. Numerous familars have a trend of growth. Some grow fast while some take their sweet time. If you notice, when some familiars evolve, some of them grow much slower than their previous form. While it sucks in the short-term, their stats will be much greater than before in the long run. Each familars have their own speed in terms of growth. So, be on the look out the way your familar grows.

If you go to Swift Solutions, you will be given two types of tasks: Errands and bounty hunts. Errands are townspeople giving you item fetchquests, mending broken hearts and etc. Most of them don't require to battle. Bounty hunts on the other hand is seek-and-destroy mission. The enemies for the most part are slightly stronger than the ones on the world map. When you complete those tasks, you get merit stamps. Rarely, if you do too good of the job, you might get an extra stamp as a bonus. Complete the stamp card and you get 1 Merit Card. You can use those to earn you Merit awards. Here are the merits that you can earn throughout your journey.

Like all the other games out there, here are some tricks of the trade for you to survive this game.

1)The Defend command is not useless

This command makes a huge difference between life or death. If you block a major attack, the damage is significantly reduced to 1/4 damage. Also, this will increase your chances of getting glims; specifically, the gold glim.

2)The group command makes party battle less of a hassle

Let's face it, the AI in this game sucks. Even with micromanaging, the AI will do stupid stunts. Until you hit a certain point of the game, use the all-out attack or defend to anticipate your opponent's action.

3)L2/R2 will make your life much easier

It sucks when you are trying to shuffle your command while dodging your opponent's attack but have to use the left and right d-pad. That's where the shoulder pads comes in. You can shuffle command with ease without all of that hassle.

When you start the game, just follow the indicatior on the map. So, you need to do the following. Talk to Philip after getting out of the store. Then, run back home to your house. Next, go to Philip's garage. It's on the eastern part of the town towards Motown Motors. After a long conversation, go straight to see if the coast is clear. Afterwards, you will see a long cutscene. After the event, head downstairs and examine the fireplace and get the Wizard's Companion. Next up, you need to find a stick. Follow drippy until he stands right next to the car. After that, talk to the mysterious girl and you get an Old Stick. From there, head over to the town square and cast the Gateway Spell. Once you are in another world, head south in a town called Ding Dong Dell. Unfortunately, you cannot enter the town. So, you need to head north towards the Deep Dark Woods.

After entering the woods, follow Drippy. After the long conversation, Father Oak will give you the following spells: Healing Touch, Form Familiar, and Fireball. Cast Form Familiar and you will have your first Familiar named "Mitey". Of course, you can change the name if you don't like the default name. Anyway, time to move out towards the Whispering Waterfalls. Don't worry, it's on the opposite path. Be sure to grab that treasure which contains White Bread.

Okay, it's still part of the Deep Dark Wood. Anyway, after hitting another waystone, continue to go straight until you stumble a treasure which contains Chocolate. Afterwards, the path splits into two. If you go straight, you will stumble a Blue Chest. Unfortunately, you cannot do anything right now since it requires a spell. For now, head for the opposite path. Then the path splits again. I suggest to take the southwest path which leads to a treasure that contains White Bread. Then go straight until you find the save point. Alright, brace yourself for the first boss battle.

Boss: Guardian of the Woods

Sheesh, the boss looks intimidating for the first boss. He is pretty slow moving. He hits hard and have a couple of special moves. He has bellow to stun you for a few seconds and his signature attack Windfall. In all seriousness, the boss is very managable to beat. For starters, you can use Oliver and spam his Fireball spell. When the Guardian of the Woods begins to initiate Windfall, immediately defend. Successfully defend the Windfall attack twice and he gets stunned. Once the boss's HP is less than 1/3 of its health, the gold glim appears. Grab the gold glim and finish the battle using the miracle spell.

Now that's over, head back to Father Oak and he will give you Take Heart and Give Heart spell. At this point, any time after a major event, feel free to talk to Father Oak and he might give you awesome items. Now head to Ding Dong Dell.

Alright, once you are in town, time to test out your new spells. By using Take Heart on the enthusiastic guard, extract his emotion and you get Enthusiasm. Now, give it to the brokenhearted man using Give Heart. You are now inside the town. At first, you need to go to the king, but your modern clothes stand out too much. So go to the Hootique and talk to the shopkeeper. Then go to the inn and sleep. From there, your clothes are ready and you get the wizard's clothes. Then head north and talk to the guard. He will inform you that his pet is missing. Now, go back to town and head to the lake and examine the red object at the center of the lake. from there, you have access to King's Palace. You notice that something is off about the king. So, head to the town towards the sewers and talk to kid with the broom. Extract his Enthusiam from the Take Heart Spell and give it to the king. The King will reward you with Spring Lock and the Rejuvination Spell. With the Spring Lock, you can now open blue chests. Afterwards, go to the weapon shop then go to the King's palace once you are done shopping. After the story events, use the castaway spell to go back to Motorville.

Now you are in Motorville, go to Leila's Milk Bar and talk to Leila. Then go back to your house and from there, follow her to the garage. Now you know his whereabouts go back to Ding Dong Dell and talk to the kid near the sewer gates. You will have a new familar in your party. He is a Thumblelemur and a moon innate familar. Open the gate with the Spring Lock and you are in the next dungeon.

At the first intersection, head east. At the intersection, walk through the watery path and grab the treasure chest that contains the Iced Coffee. Then continue forward until you hit a T-intersection. If you head west, there's a treasure that contains Poison be gone. After that, go east and you will stumble on a statue with three braizers. You need to light up the fire quickly so look at the example below. To do that, you must cast the fireball spell.

Looking that illustration above, you need to light the braizers furthest apart from each other and light the adjacent braizer last. Then the gate will open. At the intersection head west then north to grab the treasure that contains iced coffee. Head back and trek down the stairs. Below the staircase lies a blue treasure chest which contains a Spiral Horn. From there, continue to move forward. You will see that the gate is closed. So, like the last puzzle, you need to light up the three braizers. The only difference is that they are spread out. Look at the illustration below....

Ding Dong Well Puzzle solution

As you can see, start from point 1 and move quickly from there. You should end up at the third braizer where the gate is. Once the gate opens, move forward. Keep going straight and you will find a treasure that contains a sandwich. Unfortunately, you can't do anything with the purple and the green chest for now. So, go to the save point and you will fight the next boss.

Boss: Hickory Dock

The first thing he will do is use tailspin, which inflicts confusion. Hickory Dock movement is fairly agile. Finally, he unleashes Mousefire, which is a medium damage projectile. Fortunately, the ability backfires frequently. Anyway, this boss should be managable as well. Like the first boss, you should use Oliver for projectile purposes. When Hickory Dock is about to use mousefire, defend and wait for it to backfire. What you can also do is that when Hickory Dock is about to fire his staff, switch off your party member at the last second. That way, he has no one to target against during its transition period; therefore his attack will backfire. So, use this opportunity to hack away. Finally, if you are ever inflicted by the confuse attack, Drippy will come in and take away the confusion status. You can use Lemurl while Hickory Dock is casting Tailspin. Lemurl is immune to confusion. Other than that, you should beat the boss easily.

Now that's over, talk to the King and he will give you Frostbite Spell and a Wizard's Wand. On to the next area...

While you are still at Ding Dong Bell, I suggest to start working on the sidequests that involves brokenhearted citizens. Do Task 001 and 002 immediately so you can use up all of the Enthusiam emotions available. Also, the upcoming town requires at least 1 Enthusiam for one of the sidequests there. Finally, you can go back to Deep Dark Wood and Father Oak will give you Five Milk Chocolates and you can unlock the Blue Chests there as well. Anyway, moving on to the next dungeon....

This dungeon requires you to backtrack quite a bit.Anyway, at the first intersection, turn right and you will find a treasure that contains a Sandwich. Then go straight until you see the first bouncy mushrooms. After treking through the first set of mushrooms, there is another one ahead of you. At the end of the path, you should see a defunct golem with a red treasure box nearby. That one contains Beast Fangs. From there, continue to go straight until you hit a T-Intersection. Go to the right and you will find yet another Sandwich. Go to the left and you will find an Iced Coffee. From there, proceed westward. Along the way, you will encounter several mushrooms that are not fully grown. Also, you will find yet another Green Chest that is completely out of your reach. So now, just go west and you will find a blue chest. Unlock it and you will find Hoarfrost Harpoon. Now you have reached your desination, use the rejuvinate spell and you will find a familar egg. Examine it and you get another familiar. It is a Seed Sprite familiar. Go back to the impassable area and use Quicken growth and a new path will open up. Continue to move forward and ignore the purple chest and save your game. The boss awaits you at the end of the dungeon.

Boss: Gladiataur

During the first phase of the battle, Gladiataur will do normal attacks. Occassionally, he will use Everblade to attack you from a distance. Be sure to defend as soon as he begins to charge up. Also, he has Savage Swipe which is a huge projectile. It's easy to avoid so just move to the sides. As you hack away, Gladiataur will change its tactics. He gets angry and his strength will increase. As his health is below 50%, he will throw away its shield and start using angry bullrush. The battle flow will not pause and you must defend right away. Finally, he will use Rampage to pummel the crap out of you.

Ideally, you would want to cast your ranged magic. However, Gladiataur have plenty of HP to boot. So, you are going to attack physically with your familiars. At this point, you can now try to learn how to parry because Gladiataur's normal attacks are very slow. If your timing is correct, you will inflict a good amount of damage without sapping away your MP. Since Gladiataur have several tricks at his disposal, be sure to defend/evade to increase your chances of getting the gold glim. Do whatever you can and you will survive.

Now that's over, you will get Spirit of the Glade. Use the Rejuvinate spell on the dried up pond and proceed to the next area.

While you are exploring the town, be sure to go to the northern part of the town and talk to Horace near the milk fountain. He will give you another Tale from the Wizard's Companion and you will be quizzed at the end. You need to figure out the riddle based on the exerpt you read. If you feel that the excerpt is tl;dr (or you don't feel like reading it), then look at the answer on the next sentence. The answer is Dragon of the West. After figuring out his riddle, he will give you, Draw Poison. After all the preparation and exploration head to the Babana stand and talk to Rashaad. There's not much you can't do at this point. Instead, you are going back to Motorville to see what's going on. Once you are back to your hometown, head over to Myrtle's house. You cannot open the door by conventional method. So, use your Spring Lock magic only to know that your magic doesn't work. So, head out and talk to Pea. After the cutscene, head west from Myrtle's house and go inside Rusty's Garage. I suggest you save before you go inside the garage because a boss battle will commence in your hometown.

Boss: Rusty's Nightmare

Okay, now the difficulty will begin to ramp up. First off, the boss will drop Black Glims. Obviously, don't grab it because it will inflict damage on you. Rusty's Nightmare will exhale foul fumes which inflicts poison status effect to the nearby target. If that was not enough, the fumes will leave trails of fumes throughout the battlefield. Stepping on those will give you poison status effect. Finally, Rusty's Nightmare will cast Hard Heart which is a darkness attack with Blind status effect on it. I hope by now, your Sprite has learned Water Bomb. Because along with Oliver's magic, you need a magic spell that won't eat up your MP quickly. Also, be sure to defend against any major attacks. So, keep at it.

After the battle is over be sure to extract her Kindness by using Take Heart and give it to Rusty. After a cutscene, talk to Myrtle and extract her courage by using Take Heart as well. This is a vital component for bringing back Esther. Now, go back to Al Mamoon and use the Give Heart and Esther is no longer brokenhearted. After a long string of conversation, Rashaad will give you Puppet String, Secret Ingredient, Magic Lamp, and Pulse Spell. Lastly, Esther will join your party and your party size will increase. Don't forget that Rashaad will accompany you as well to the next area.

This area is fairly short, but could take a long time if you are having trouble figuring out the puzzle. Also, all the treasures all occur at the end of the trial. So, don't fret too much. The room splits into two. You need to pass the first two trials before you move on to the third and final trial. The room on the left is the test of Friendship. This trial is very straight forward. You control two characters at the same time using the dual analog sticks. So what you do is that you need to get to one end to the other. Switches are spread out throughout the course. One person need to rely on the other person in order to get through the course safely. Of course, if you fall, you start over. There's a lot of trial and error involved. But, you will pull through.

Test of Wits on the other hand requires a lot of thinking. You will need to stand on Puppet String mark and cast the magic from there. On the first room, you need to arrange the four statues on a particular order. In this case, the order should be: Beast, Dragon, Warrior and Bird. On the next room, the puzzles are getting a bit tougher. This time, you are presented by five stone slabs. You must match the pieces on its respective places and door will open. Be sure to match the slabs like the illustration below.

Test of Wits 2nd room solution

The final room is just as tough as the last one. The hints are pretty vague and you have to experiment for a bit. Fortunately, I'll put up yet another image below for your convenience.

Test of Wits 3rd room solution

After you finish the final room, you can now talk to Solomon and he will commence the final trial. Brace yourself for the next battle.

Boss: Bashura

This will be your first battle as partners. Bashura is a wonderful boss considering that he goes after the character you are not controlling. = / Since the character AI is not intelligent at all, it could do really stupid actions like dropping its guard before a major attack. Speaking of major attacks, he only has two available. One is devastation, which is a palette-swap version of Cut-Loose. Also, Mind Over Matter is a widespread energy blast that wreak havoc to the surrounding foes. Anyway, you are going have to prioritize water elemental attack against Bashura because that's his weakness. It also helps that you attack from the sides since the damage output is much higher than hitting on its back or the front. Since Bashura will frequently pull off his signature attack, be sure to defend or evade. That way the likelyhood of getting the golden glim is higher than before. Anyway, as long you do some micromanaging, you will be fine.

After the boss battle is over, you will be rewarded handsomely with all of the treasures you seen on the treasure list. But, you are not done yet. You will go through a tutorial of catching familiars and your first familiar will evolve. For more info, refer to the IX. Familiars section on the walkthrough. Yay, you can now catch familiars.

As you run along to your next destination on the world map, you will find item spawns throughout the volcanic area. They all contain Spice Seeds, which you will need on the spice sidequest. Also, there will be a dead end as you will encounter a river of lava. Fortunately, you will need to use the Bridge forming spell. From there, you can enter the dungeon.

Your objective here is to get to the top of the volcano. At the start of the dungeon go straight and move east until you find the first treasure that contains a Moondrop. You are going to forget the purple treasure chest at the other end of the path. So just keep going straight and you will see another T-Intersection. Move west and you will find three treasures which contains a Sandwich, Flame Robes, and a Phoenix Feather. Then continue to move straight until you hit a forked path. Move straight and you will find a red treasure that contains a Burning Blade. Move west and you will find a waystone. After you save your game, move straight towards the stepping stone. The opposite path contains a green chest and don't worry about that too much. After using the frostbite spell to freeze the rock above the molten lava. (I know, the logic behind it doesn't make sense.) Anyway, after stepping off the frozen rock, you will stumble.

Drippy tells you that you only have three minutes until the volcano erupts. If you don't make it on time, then you are dead. So, move cautiously as you make haste. At the start, you will skit around the cliff and you will encounter gas leaks. If you get hit by those, you will lose a precious amount of time. Anyway, once you get passed that, there is a treasure chests that contains a Strong Coffee. Then use the frostbite spell to cross to the other side. At the intersection, move left to grab the cloud cover. At the final stretch you will skit the cliffside in hopes that you have time to spare. Once you have overcame the time limit, it's time to fight the next boss.

Boss: Moltaan

Sheesh, this boss is very overwhelming if you are not careful. He will inhale flame breaths to attack his enemies in front of him. Also, he uses Tail Flail to attack his foes behind them. Watch out for his Volcanic Roar which is a very powerful fire attack to everyone on the entire field. Again, due to the nature of the AI, your ally might not guard at all during the devastating blow. To reduce the chances of your ally dying be sure to give a familiar with a Flame Robe so your character won't die in the process. For the most part, be sure to attack its tail rather than hitting the front. Also, use familiars that have water magic at their disposal. Exploiting its elemental weakness as well as their weakspot will help you in your battle.

Once the battle is over, you can warp out the dungeon and talk to Rashaad at Al Mamoon. You will proceed to Castaway Cove south of Al Mamoon.

Once you are inside Castaway Cove, you will encounter a cutscene. Then head over to the docks and return the Big Cauldron to the item peddler. From there, you need to know the password in order to open the cauldron. I suggest to heal yourself and save your game because you will be in a huge surprise. Anyway, the password for opening the cauldron is Open says-a-me, lol. From you will immediately fight the boss.

Boss: Al-Khemi

First off, Al-Khemi will use Alakaz...um. He will dig out items from his cauldron to find his weapon. He has two types: Flame Scimatar and the Parasol. The Flame Scimatar will deal more damage on his normal attack. The Parasol on the hand severely reduces damage on his normal attack and he will be stunned momentarily. His Alakaz...um has a set pattern. If he starts out by using the flame scimatar, the next time he casts Alakaz...um, he will get the parasol and vice versa. Use this knowledge as your advantage. Al-Khombo is the attack you need to watch out for. The moment the attack animation begins, the person targeted will be locked on regardless of range. Finally, once his health is below 1/3 of his health, he use Hubble-Bubble. Basically, he will hide himself inside his cauldron in 10 seconds. Once the countdown is over, he unleashes a huge explosion which causes a severe damage to all allies. If you do not defend, the attack might kill you.

This boss will overwhelm you if you are not careful. When he uses Alakaz...um, be sure to be on the defense when he is using the flame scimatar. Then, you will be in the offensive if he uses the parasol. Since he will be using Al-Khombo, be sure to defend. This will give you many opportunities to get numerous glims including the golden glim. Be sure to start defending when he is about to unleash hubble-bubble. It's best to defend when the timer is below 3 seconds. You will be fine once you get the ball rolling.

After the boss battle, you get to do some hands on work on Alchemy. Then Al-Khemi will give you numerous formulas for your convenience. After that, go to the dock. You can't board on that ship, so you are going back to Al Mamoon to speak to the Cowlipha. Before you do that, talk to Horace on the bridge that faces the pier. He will give you a riddle that requires to do some decription on the Nazcaan language. I'm sure you don't want to go to the Wizard's Companion and do that yourself. For the lazy people, just type in Finest Fiber. From there, you get one of the more useful spells in the game, vacate, YAY! You get to escape dungeons. Anyway, head over to Al Mamoon.

You are back in the sweltering desert. This time, head north towards the palace gates. Talk to the guard and head back to the inn. Once you know who is the queen of Al Mamoon, use the gateway spell to go back to Motorville. Once you are at Motorville, go to Leila's Milk bar and open the door. Once you know what item you need, go back to Al Mamoon and cast Secret Ingredient on the milk fountain. Present it to the queen. But then she is brokenhearted. So, you need to go to the weapon shop and talk to the merchant. Then run back to the palace to extract a new emotion, Restraint. Then give heart to the queen and she is all happy again. For doing so, you will have a Nature's tounge and Burden spell as well as Letter/ Picture. Then go back to Castaway Cove. Once you are back in the town, go to the dock and you will fight another boss.

Boss: Swaine's Nightmare

Overall, this boss isn't that threatening in compared to the previous bosses. The worst thing he will do is use grudge which inflicts curse on its victim. Curse drastically cripples the movement. Anyway, another attack he will do is Bad Dream which inflicts sleep on everybody. Lastly, the occurence of the dark glim is far more frequent than before. So, you might accidently grab them while you evade his attack. There's really not much strategy involved since none of his attacks will threaten your allies. So, just hack away with physical and magical attack and you are good.

Once the battle is over, Swaine could really use some restraint. So, head back to the inn and extract restraint from the govenor and give it to Swaine. From there, Swaine will join your party and you have a hands on tutorial on pickpocketing and stealing items from afar. Take the ship and set sail. From here on out, you now have access to the Green treasure chests.

At this point, you can do the sidequests. If you feel you need to progress through the game, head over to your next destination. You will fight your first encounter with the main antagonist.

Boss: Shadar

Shadar has several elemental projectiles such as Pyre and Fell Wind. Also, the dark glims will be dispersed throughout the battlefield. The most threatening magic in this bout is Bleak Midwinter which inflicts a significant water damage against your allies. After the attack animation is over, icy reminants is all over the battlefield. You are going have to deal with crap load of junk all over the place. In this battle, you only need to take away 1/3 of its health. So, do what you can and the battle will end prematurely.

After the battle is over, head over to the large mound in the center of the island. On a side note, you get to learn two new commands: All-Out Attack and All-Out Defense. These commands will make your life slightly easier.